Sunday, November 19, 2017

Tabuu





Tabuu: Level 75
HP: 432,600 (865,200) (1,730,400) (2,595,600 Heart and Soul)
Attack: 4,000
GM Energy: 200
5M Dark: 80
5M Whip: 80
5M Throw: 80
5GM Psychic: 1000
Energy Blast: 4000 (4200) (29,400) (58,800)
Psychic Blast: 4000 (5000) (35,000) (70,000)
Psycho-Energy Blast: 4000 (5000) (5200) (36,400) (72,800) (145,600) (218,400)
5M Sword: 80
Psychic Skrill Hollow Greatblade: 800 (4800) (4880) (5080) (6080) (42,560) (85,120) (170,240) (255,360)
Off Waves: 100 (4100) (4300) (5300) (37,100) (74,200) (148,400) (222,600)
Whip Chain Grab: 300 (4300) (5300) (5500) (5580) (5660) (39,620) (79,240) (158,480) (237,720)
Defense: 4,000
5M Armor: 80
5M Shield: 80
Psyhcic Barrier: 100 (1100) (1180) (8,260) (16,520) (20,520)
Psychic Scale Pendant: 20 (1020) (7,140) (14,280) (34,800)
Troupe Ironman armor: 800 (880) (35,600)
Anti-Personnel Underarmor: 100 (160) (35,760)
Anti-Arcane Damper Shields: 150 (210) (35,970)
Troup Armor Energy Shield: 50 (250) (330) (2310) (4,620) (40,590)
Speed: 235 (250)
Skill: 260 (265) (280)
Move: 7 (6 in armor, 9 while flying)



Items:

Soulborg's Last Resort: A small, well protected generator located at the heart of a Soulborg. This item is quite hard to steal. However, this item will immediately cure all EMP damage this character takes once per battle.

2-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Centaur Heart

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

Mark- LE 2-Troupe Ironman Armor: Base defense: 800. A remarkable flying suit of armor that does not decrease the speed stat of the wearer. Allows the unit to fly with a movement speed of 8. Extremely resistant to wear. Can be completely incapacitated by hacking or EMP type attacks. Tabuu may only equip this armor when in the standing stance. Tabuu may not teleport while wearing this armor. This armor also includes a shoulder-mounted energy cannon and energy shields. The frightful design of this armor reduces the avoid of adjacent enemies by 10. This armor is made of White Silverlight and Midnight Darksteel and as such offers immunity to light and dark and resistance to energy and psychic. 

Anti-Personnel Mesh Underarmor: This unique blend of material has been designed to fit beneath an iron-man suite. This armor adds resistance to body-type damage. Base: 100 defense. 

Anti-Arcane Damper Shields: These shields function much like a cape for a fantasy character. They offer resistance to absorb, fire, and ice type damage. These shields offer this resistance and defense both when attacking and when being attacked. Base: 150 defense.

Psychic Barrier: A barrier of psychic energy built from many battles spent in the psychic plain. This shield only defends the user when they are being attacked, and is boosted by psychic and shield skill and item boosts. Base: 100 defense. 

Psychicscale Pendant: An ancient pendant, made from a violet dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the psychic skill stat and boosts of this character. This item is easily lost or stolen. 

Energy Cannon: Pure energy type weapon. 40 base might. Always strikes twice when attacking. Cannot activate skills. Range 1-2. 

Energy Shields: Works just like a regular shield. A pure shield of energy that is increased by energy gems. Adds 50 defense when this unit is attacked.

Flash Bulbs: This item may be used once every two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's skill by 5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters. 

Whip-Chain: A long chain used for grabbing opponents. Base 300 might. This chain can be enhanced by energy and psychic damage. It is made of Silverlight and protodermis.

Psychic Skrill Hollow Greatblade: An odd weapon cleverly designed by Hiccup. The blade of this massive sword looks like a jagged bolt of lightning, far too thin and frail to be dangerous in combat. However, when this weapon is held by Tabuu, the energy of his body coats the blade forming a massive and majestic curved sword. Though the sword itself is susceptible to being shattered and ruined when in proper fighting shape it has a base 800 blade/psychic/energy might and no speed penalties. This weapon has been enhanced by a Mind Wheel and now deals psychic damage.

Dream Nail: This weapon may only strike once. It is a psychic/blade type attack. It is quite strong and levels up in damage alongside the sword skill stat of the user.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.

Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen. 

6-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

2-Energy Cell: An energy canister that can be used to boost the HP of characters who have an energy-based vitality. These cells are small and easy to carry but are easily broken or destroyed. As such they are hard to steal, while also being costly to manufacture. Boosts total HP by 20%

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeate.

12-Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.

7-Twisted Spoon

5-Nightmare Wheels

Tabuu's Core- The Legendary Energy Gem: Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most energy wielding characters. Doubles energy-type damage for the holder on top of all other item boosting.

Legendary Psychic Gem: This item is extremely rare. There is only one of these in the universe. This item will double psychic type damage after all other boosts and unlocks special abilities on many psyhcic characters.

The Mind Stone: One of the Infinity Stones. This legendary item will unlock all Mind Controlling abilities for the character holding it, and any of these abilities that the character learns naturally will double in their likelihood to succeed. This item is extremely rare and precious, but is also easily stolen.

Berkian Heroe's Pendant: A pendant given to Tabuu for his immense strength and constant support of Berk. With an alliance formed in the defeat of the Red Death, he and Toothless have been powerful defenders ever since. Boosts skill by 5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 skill boost. However, if two characters holding this item face one another in battle, both will receive -10 skill. 


Abilities:

Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 pg

Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg

Off Waves: This character takes one turn to charge. After charging, the character releases a devastating attack that strikes all foes within ten spaces of this character. The base might of this attack is 100. It is energy/psychic damage and this is added to this unit's base attack stat. This attack cannot be dodged. If the character charging this attack takes a huge amount of damage while charging (half-life), the attack will fail. This attack counts as three hits when rolling for accuracy and against survival abilities, but the damage is still only given once. This move may only be used in the Healing Stance. Costs 5 pg

Stance Change: This character may switch between two forms: Healing Stance, and Standing Stance. In standing stance, many new attacks become available. The character also gains +15 speed and +15 skill. In the healing stance, this character gains back 20% of its HP at the beginning of its turn. This healing will last for twenty turns, but it ceases after that. To switch forms takes one turn. Costs: 7 pg

Whip Chain Grab (II): 1-2 range. An energy/psychic grab. Much more accurate and longer range than a regular grab. This unit lashes out a long chain whip and stabs it into a medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's chain, attack, whip, throw, energy, and psychic. This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 6 pg

Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. This ability may be used once every other turn. Costs: 6 pg

Replicate: This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. This move may only be used in the Healing Stance. Costs: 6 pg

Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (17) (34) percent chance to hypnotize the opponent and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The hypnosis will only be lifted when either the hypnotized character or the character that performed the mind shackle are defeated. Psychic-type characters are immune to mind shackle. Costs: 5 pg 

Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves (1/4), Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg

Controlled Power: This unit may unleash attacks at full force, even while protecting others who are standing nearby. However, doing this has a toll. This ability will allow a character to carry maximum damage boosting items, and they will be able to choose to spare allies from taking damage from their attacks. This is especially useful for large AoE type attacks that would usually strike allies and foes alike. However, for each ally that this character chooses not to damage, they will lose 10% of their own HP. This is not autodamage, nor is it indirect. The damage dealt by this ability may kill the character who is controlling their power if they are not careful. Costs: 4 pg

Psycho-Energy: This character may add psychic type damage to their energy blast to form dual-element blasts. Cost: 1 pg

Bullet Rain: Once every other turn this character may fire three times as many energy blasts as normal. Costs: 5 pg

Subspace Bomb (II): Tabuu may leave a subspace bomb on a map. If this bomb is not destroyed, it will detonate and pull the entire area into his subspace. Tabuu may enter his subspace at any time at will, and he may exit his subspace out of any of the dark portals that have consumed maps. Portals into consumed areas no longer work. A subspace bomb takes 2 days to detonate. Any character caught in a subspace blast will immediately lose 80% of their HP and be pulled with the map into the subspace. In the subspace enemies will suffer -25 speed, -25 skill, and lose 10% of their HP at the start of their turn. Tabuu has no cool down on warp in the subspace. It takes allies who are in Subspace bombed maps 5 turns to enter the subspace. At second tier, this ability will buff Tabuu's HP, Attack, and Defense while in the subspace by 10% for every unique map he has consumed with a subspace bomb. Costs: 14 pg

Legendary Lightning Storm: This character calls up a massive lightning storm. As soon as this move is activated, all squares within ten spaces of this character become electric terrain. Characters caught in this terrain will constantly take 100 (300) (2010) (4020) damage, and they are extremely likely to become paralyzed. Lightning will also randomly strike the area, giving any character it hits 900 damage. After the initiation turn, this unit may begin to fire lightning blasts out of its arms. These blasts have a 10 range. This character calculates how many times it can use these blasts based on the enemy's speed. These blasts have a base 300 (3100) (3300) (23100) (46,200) damage. When this character is using this attack, any energy attacks used against it will heal this character the base damage of the attack. This attack may be used once every five days. This form lasts 4 turns. Costs: Legendary Energy Gem. 

Legendary Psychic Shackle: This character may release a devastating AoE that will immediately mind shackling all units within range for 1 (2) turns who are not psychic type characters or who do not resist/ are immune to psychic. The attack will strike all squares within ten range of Tabuu. This attack takes one turn to charge, but Tabuu may move after charging it when preparing to release. Characters who are a psychic type or resist psychic have a 50% (25%) chance to avoid this status but will take the same damage as a Whip Chain Strike if they are not shackled. Characters who are immune will simply take the damage. This attack may only be used once every five days. Requires: Legendary Psychic Gem

(TBA) Dragon Blasters: -15 speed. This unit must charge for one turn. After doing this, the unit fires four beams. The unit may choose which direction to fire each beam: N, E, S, or W. Beams may be fired in the same direction multiple times. Enemies will calculate their chances to dodge these beams just like a regular attack. However, each beam hits all characters caught in its straight three square paths. Thus, in total, this attack could hit 12 enemies in one turn. The strength of the beams is calculated by adding the character’s psychic and energy skill damage stats together with this unit's base attack stat. This move may only be used in the Healing Stance. Enemies will counterattack each time a cannon is fired. Costs: 4 pg

(TBA) Consume Energy: This character is immune to energy type attacks. If struck by an energy type attack, they will heal as much HP as the total might of the attack. They may also consume a lightning terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg

(TBA) Subspace Bomb: Tabuu may leave a subspace bomb on a map. If this bomb is not destroyed, it will detonate and pull the entire area into his subspace. Tabuu may enter his subspace at any time at will, and he may exit his subspace out of any of the dark portals that have consumed maps. Portals into consumed areas no longer work. A subspace bomb takes 3 days to detonate. Any character caught in a subspace blast will immediately lose 80% of their HP and be pulled with the map into the subspace. In the subspace enemies will suffer -20 speed, -20 skill, and lose 10% of their HP at the start of their turn. Tabuu has no cool down on warp in the subspace. It takes allies who are in Subspace bombed maps 5 turns to enter the subspace. Costs: 7 pg

(TBA) Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacks, they have a fifty percent chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. This move may only be used in the Healing Stance. Costs 3 pg

(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. This move may only be used once a day. This move may only be used in the Standing Stance. Costs 5 pg 

(TBA) Fish Blade: -20 hit. This unit chooses a straight line in front of it. It then rushes forward four spaces and tries to strike every enemy unit standing in these squares. Enemies hit by this attack immediately take 25% of this character's current HP as damage, though this can be blocked and defended against. Costs: 3 pg.

(TBA) Pressure: This character unleashes a huge amount of psychic pressure. This makes any enemy within 5 spaces of it suffer a +1 cooldown cost to all moves. Costs: 2 pg

(TBA) Dolphin Blade: -10 speed. This energy sword is extremely powerful and can be used in close combat. The power of the weapon increases with the swordsmanship of the user. If this weapon is destroyed in combat, it regenerates in 4 turns. Energy/blade type damage. This weapon may only be used in Standing Stance. Costs: 3 pg 

(TBA) Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg

Character Type: Elemental, Psychic

Weaknesses: Bludgeoning Weakness.  Extreme resistance to energy type attacks. Resists psychic. Immune to mind control. Resists fear. Immune to pain, poison, bleed, and most other organic statuses.

Movement Type: In Healing Stance: levitating teleport. In standing stance, teleport. 

Caps:
HP: High
Attack: 500
Defense: 500
Speed: 125
Skill: 150
Move: 7 teleporting


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